444 lines
12 KiB
HTML
444 lines
12 KiB
HTML
<!DOCTYPE html>
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<html>
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<!--
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Copyright 2011 The Closure Library Authors. All Rights Reserved.
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Use of this source code is governed by the Apache License, Version 2.0.
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See the COPYING file for details.
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-->
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<head>
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<title>Closure Performance Tests - Vector Array math</title>
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<link rel="stylesheet" type="text/css"
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href="../testing/performancetable.css"/>
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<script type="text/javascript" src="../base.js"></script>
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<script type="text/javascript">
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goog.require('goog.testing.jsunit');
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goog.require('goog.testing.PerformanceTable');
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goog.require('goog.vec.Vec4');
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goog.require('goog.vec.Mat4');
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</script>
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</head>
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<body>
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<h1>Closure Performance Tests - Vector Array Math</h1>
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<p>
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<strong>User-agent:</strong>
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<script type="text/javascript">document.write(navigator.userAgent);</script>
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</p>
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<p>
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These tests compare various methods of performing vector operations on
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arrays of vectors.
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</p>
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<div id="perfTable"></div>
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<hr>
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<script type="text/javascript">
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var table = new goog.testing.PerformanceTable(
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goog.dom.getElement('perfTable'));
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function createRandomFloat32Array(length) {
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var array = new Float32Array(length);
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for (var i = 0; i < length; i++) {
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array[i] = Math.random();
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}
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return array;
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}
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function createRandomIndexArray(length) {
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var array = [];
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for (var i = 0; i < length; i++) {
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array[i] = Math.floor(Math.random() * length);
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array[i] = Math.min(length - 1, array[i]);
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}
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return array;
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}
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function createRandomVec4Array(length) {
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var a = [];
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for (var i = 0; i < length; i++) {
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a[i] = goog.vec.Vec4.createFromValues(
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Math.random(), Math.random(), Math.random(), Math.random());
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}
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return a;
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}
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function createRandomMat4() {
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var m = goog.vec.Mat4.createFromValues(
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Math.random(), Math.random(), Math.random(), Math.random(),
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Math.random(), Math.random(), Math.random(), Math.random(),
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Math.random(), Math.random(), Math.random(), Math.random(),
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Math.random(), Math.random(), Math.random(), Math.random());
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return m;
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}
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function createRandomMat4Array(length) {
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var m = [];
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for (var i = 0; i < length; i++) {
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m[i] = createRandomMat4();
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}
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return m;
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}
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/**
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* Vec4Object is a 4-vector object with x,y,z,w components.
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* @param {number} x The x component.
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* @param {number} y The y component.
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* @param {number} z The z component.
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* @param {number} w The w component.
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* @constructor
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*/
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Vec4Object = function(x, y, z, w) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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};
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/**
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* Add two vectors.
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* @param {Vec4Object} v0 A vector.
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* @param {Vec4Object} v1 Another vector.
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* @param {Vec4Object} r The result.
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*/
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Vec4Object.add = function(v0, v1, r) {
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r.x = v0.x + v1.x;
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r.y = v0.y + v1.y;
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r.z = v0.z + v1.z;
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r.w = v0.w + v1.w;
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};
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function createRandomVec4ObjectArray(length) {
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var a = [];
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for (var i = 0; i < length; i++) {
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a[i] = new Vec4Object(
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Math.random(), Math.random(), Math.random(), Math.random());
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}
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return a;
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}
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function setVec4FromArray(v, a, o) {
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v[0] = a[o + 0];
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v[1] = a[o + 1];
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v[2] = a[o + 2];
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v[3] = a[o + 3];
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}
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function setArrayFromVec4(a, o, v) {
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a[o + 0] = v[0];
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a[o + 1] = v[1];
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a[o + 2] = v[2];
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a[o + 3] = v[3];
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}
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/**
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* This is the same as goog.vec.Vec4.add(). Use this to avoid namespace lookup
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* overheads.
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* @param {goog.vec.Vec4.Vec4Like} v0 A vector.
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* @param {goog.vec.Vec4.Vec4Like} v1 Another vector.
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* @param {goog.vec.Vec4.Vec4Like} r The result.
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*/
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function addVec4(v0, v1, r) {
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r[0] = v0[0] + v1[0];
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r[1] = v0[1] + v1[1];
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r[2] = v0[2] + v1[2];
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r[3] = v0[3] + v1[3];
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}
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function addVec4ByOffset(v0Buf, v0Off, v1Buf, v1Off, rBuf, rOff) {
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rBuf[rOff + 0] = v0Buf[v0Off + 0] + v1Buf[v1Off + 0];
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rBuf[rOff + 1] = v0Buf[v0Off + 1] + v1Buf[v1Off + 1];
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rBuf[rOff + 2] = v0Buf[v0Off + 2] + v1Buf[v1Off + 2];
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rBuf[rOff + 3] = v0Buf[v0Off + 3] + v1Buf[v1Off + 3];
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}
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function addVec4ByOptionalOffset(v0, v1, r, opt_v0Off, opt_v1Off, opt_rOff) {
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if (opt_v0Off && opt_v1Off && opt_rOff) {
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r[opt_rOff + 0] = v0[opt_v0Off + 0] + v1[opt_v1Off + 0];
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r[opt_rOff + 1] = v0[opt_v0Off + 1] + v1[opt_v1Off + 1];
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r[opt_rOff + 2] = v0[opt_v0Off + 2] + v1[opt_v1Off + 2];
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r[opt_rOff + 3] = v0[opt_v0Off + 3] + v1[opt_v1Off + 3];
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} else {
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r[0] = v0[0] + v1[0];
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r[1] = v0[1] + v1[1];
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r[2] = v0[2] + v1[2];
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r[3] = v0[3] + v1[3];
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}
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}
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function mat4MultVec4ByOffset(mBuf, mOff, vBuf, vOff, rBuf, rOff) {
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var x = vBuf[vOff + 0], y = vBuf[vOff + 1],
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z = vBuf[vOff + 2], w = vBuf[vOff + 3];
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rBuf[rOff + 0] = x * mBuf[mOff + 0] + y * mBuf[mOff + 4] +
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z * mBuf[mOff + 8] + w * mBuf[mOff + 12];
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rBuf[rOff + 1] = x * mBuf[mOff + 1] + y * mBuf[mOff + 5] +
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z * mBuf[mOff + 9] + w * mBuf[mOff + 13];
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rBuf[rOff + 2] = x * mBuf[mOff + 2] + y * mBuf[mOff + 6] +
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z * mBuf[mOff + 10] + w * mBuf[mOff + 14];
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rBuf[rOff + 3] = x * mBuf[mOff + 3] + y * mBuf[mOff + 7] +
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z * mBuf[mOff + 11] + w * mBuf[mOff + 15];
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}
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var NUM_ITERATIONS = 200000;
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function testAddVec4ByOffset() {
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var nVecs = NUM_ITERATIONS;
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var nVals = nVecs * 4;
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var a0 = createRandomFloat32Array(nVals);
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var a1 = createRandomFloat32Array(nVals);
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var a2 = new Float32Array(nVals);
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table.run(
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function() {
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for (var i = 0; i < nVecs; i++) {
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addVec4ByOffset(a0, i * 4, a1, i * 4, a2, i * 4);
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}
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},
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'Add vectors using offsets');
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}
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function testAddVec4ByOptionalOffset() {
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var nVecs = NUM_ITERATIONS;
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var nVals = nVecs * 4;
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var a0 = createRandomFloat32Array(nVals);
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var a1 = createRandomFloat32Array(nVals);
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var a2 = new Float32Array(nVals);
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table.run(
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function() {
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for (var i = 0; i < nVecs; i++) {
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addVec4ByOptionalOffset(a0, a1, a2, i * 4, i * 4, i * 4);
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}
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},
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'Add vectors with optional offsets (requires branch)');
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}
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/**
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* Check the overhead of using an array of individual
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* Vec4s (Float32Arrays of length 4).
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*/
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function testAddVec4ByVec4s() {
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var nVecs = NUM_ITERATIONS;
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var a0 = createRandomVec4Array(nVecs);
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var a1 = createRandomVec4Array(nVecs);
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var a2 = createRandomVec4Array(nVecs);
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table.run(
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function() {
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for (var i = 0; i < nVecs; i++) {
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addVec4(a0[i], a1[i], a2[i]);
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}
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},
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'Add vectors using an array of Vec4s (Float32Arrays of length 4)');
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}
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function testAddVec4ByTmp() {
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var nVecs = NUM_ITERATIONS;
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var nVals = nVecs * 4;
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var a0 = createRandomFloat32Array(nVals);
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var a1 = createRandomFloat32Array(nVals);
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var a2 = new Float32Array(nVals);
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table.run(
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function() {
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var t0 = new Float32Array(4);
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var t1 = new Float32Array(4);
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for (var i = 0; i < nVecs; i++) {
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setVec4FromArray(t0, a0, i * 4);
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setVec4FromArray(t1, a1, i * 4);
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addVec4(t0, t1, t0);
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setArrayFromVec4(a2, i * 4, t0);
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}
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},
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'Add vectors using tmps');
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}
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/**
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* Check the overhead of using an array of Objects with the implicit hash
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* lookups for the x,y,z,w components.
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*/
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function testAddVec4ByObjects() {
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var nVecs = NUM_ITERATIONS;
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var a0 = createRandomVec4ObjectArray(nVecs);
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var a1 = createRandomVec4ObjectArray(nVecs);
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var a2 = createRandomVec4ObjectArray(nVecs);
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table.run(
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function() {
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for (var i = 0; i < nVecs; i++) {
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Vec4Object.add(a0[i], a1[i], a2[i]);
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}
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},
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'Add vectors using an array of Objects ' +
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'(with implicit hash lookups for the x,y,z,w components)');
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}
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function testAddVec4BySubarray() {
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var nVecs = NUM_ITERATIONS;
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var nVals = nVecs * 4;
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var a0 = createRandomFloat32Array(nVals);
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var a1 = createRandomFloat32Array(nVals);
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var a2 = new Float32Array(nVals);
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table.run(
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function() {
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for (var i = 0; i < nVecs; i++) {
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var t0 = a0.subarray(i * 4 * 4);
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var t1 = a1.subarray(i * 4 * 4);
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var t2 = a2.subarray(i * 4 * 4);
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addVec4(t0, t1, t2);
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}
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},
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'Add vectors using Float32Array.subarray()');
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}
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function testAddVec4ByView() {
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var nVecs = NUM_ITERATIONS;
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var nVals = nVecs * 4;
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var a0 = createRandomFloat32Array(nVals);
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var a1 = createRandomFloat32Array(nVals);
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var a2 = new Float32Array(nVals);
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table.run(
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function() {
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for (var i = 0; i < nVecs; i++) {
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var t0 = new Float32Array(a0.buffer, i * 4 * 4);
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var t1 = new Float32Array(a1.buffer, i * 4 * 4);
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var t2 = new Float32Array(a2.buffer, i * 4 * 4);
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addVec4(t0, t1, t2);
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}
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},
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'Add vectors using Float32 view');
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}
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function testMat4MultVec4ByOffset() {
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var nVecs = NUM_ITERATIONS;
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var nVecVals = nVecs * 4;
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var nMatVals = nVecs * 16;
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var m = createRandomFloat32Array(nMatVals);
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var a0 = createRandomFloat32Array(nVecVals);
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var a1 = new Float32Array(nVecVals);
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table.run(
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function() {
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for (var i = 0; i < nVecs; i++) {
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mat4MultVec4ByOffset(m, i * 16, a0, i * 4, a1, i * 4);
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}
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},
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'vec4 = mat4 * vec4 using offsets.');
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}
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/**
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* Check the overhead of using an array of individual
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* Vec4s (Float32Arrays of length 4).
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*/
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function testMat4MultVec4ByVec4s() {
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var nVecs = NUM_ITERATIONS;
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var a0 = createRandomVec4Array(nVecs);
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var a1 = createRandomVec4Array(nVecs);
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var m = createRandomMat4Array(nVecs);
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table.run(
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function() {
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for (var i = 0; i < nVecs; i++) {
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goog.vec.Mat4.multVec4(m[i], a0[i], a1[i]);
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}
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},
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'vec4 = mat4 * vec4 using arrays of Vec4s and Mat4s');
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}
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/**
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* Do 10x as many for the one vector tests.
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* @type {number}
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*/
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var NUM_ONE_ITERATIONS = NUM_ITERATIONS * 10;
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function testAddOneVec4ByOffset() {
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var a0 = createRandomFloat32Array(4);
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var a1 = createRandomFloat32Array(4);
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var a2 = new Float32Array(4);
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table.run(
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function() {
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for (var i = 0; i < NUM_ONE_ITERATIONS; i++) {
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addVec4ByOffset(a0, 0, a1, 0, a2, 0);
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}
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},
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'Add one vector using offset of 0');
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}
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function testAddOneVec4() {
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var a0 = createRandomFloat32Array(4);
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var a1 = createRandomFloat32Array(4);
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var a2 = new Float32Array(4);
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table.run(
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function() {
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for (var i = 0; i < NUM_ONE_ITERATIONS; i++) {
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addVec4(a0, a1, a2);
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}
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},
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'Add one vector');
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}
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function testAddOneVec4ByOptionalOffset() {
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var a0 = createRandomFloat32Array(4);
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var a1 = createRandomFloat32Array(4);
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var a2 = new Float32Array(4);
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table.run(
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function() {
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for (var i = 0; i < NUM_ONE_ITERATIONS; i++) {
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addVec4ByOptionalOffset(a0, a1, a2);
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}
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},
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'Add one vector with optional offsets (requires branch)');
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}
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function testAddRandomVec4ByOffset() {
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var nVecs = NUM_ITERATIONS;
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var nVals = nVecs * 4;
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var a0 = createRandomFloat32Array(nVals);
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var a1 = createRandomFloat32Array(nVals);
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var a2 = new Float32Array(nVals);
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var i0 = createRandomIndexArray(nVecs);
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var i1 = createRandomIndexArray(nVecs);
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var i2 = createRandomIndexArray(nVecs);
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table.run(
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function() {
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for (var i = 0; i < nVecs; i++) {
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addVec4ByOffset(a0, i0[i] * 4, a1, i1[i] * 4, a2, i2[i] * 4);
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}
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},
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'Add random vectors using offsets');
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}
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function testAddRandomVec4ByVec4s() {
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var nVecs = NUM_ITERATIONS;
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var a0 = createRandomVec4Array(nVecs);
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var a1 = createRandomVec4Array(nVecs);
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var a2 = createRandomVec4Array(nVecs);
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var i0 = createRandomIndexArray(nVecs);
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var i1 = createRandomIndexArray(nVecs);
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var i2 = createRandomIndexArray(nVecs);
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table.run(
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function() {
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for (var i = 0; i < nVecs; i++) {
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addVec4(a0[i0[i]], a1[i1[i]], a2[i2[i]]);
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}
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},
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'Add random vectors using an array of Vec4s');
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}
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// Make sure the tests are run in the order they are defined.
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var testCase = new goog.testing.TestCase(document.title);
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testCase.order = goog.testing.TestCase.Order.NATURAL;
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testCase.autoDiscoverTests();
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G_testRunner.initialize(testCase);
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</script>
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</body>
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</html>
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